Explosive Biters


This mod adds a nest of explosive aliens and worms! These aliens will explode on death (area damage) and spread fire. Fire spitters are also deadly burning everything! And if you see their Mother, run, run for you life! Say goodbye to your walls! Good luck! Note:Autoplace configured for hot areas found in alien-biomes mod.

Content
15 days ago
0.16 - 2.0
86.9K
Enemies

i Reworks?

16 days ago

Hello

I have 0 ideea if anything i will write here is even possible but feel free to use whatever you want

When the mod add this enemy, some massive changes

1st, they are a different force then the standard enemy. The second change is that the explosion to be a different explosion category (whatever you want to name it, like bitter explosion or really anything you want). Lastly to have an option that is linked to resource patchs (imagen the demolisher, you build something on the resource patch or near, it triggers the demolisher, sorry, i mean this enemy).

Now to explain all 3

1st, different force but allies with the standar enemy. This is to ensure they have their own evolution (aka we can clear out any enemy but we will try to activly avoid touching this enemy base to avoid making them evolve). This also means that we can massivelybuff up their stats. Why? because unless the mods makes them, there is no enemy expansion, so all bases are just map generated so, just like how on Vulcanus, early few hours, people can easily kill small, if do a correct set up even a medium, they are avoiding the big demolisher . Well this nest, force, will essentially be exactlythat. The "demolishers" that we will activly avoid. For not only (do to use changing in the mods settings) will this be massively more powerfull, each nest destoryed will increase their evolution, causing even more "no, let me avoid".

regarding the 2nd. This is actually very important. 1st, as you can imagen, Trains will be a must for such scenarious. But, since rails are not military target by default, and if elevated rails are placed, enemies won't attack the rails since it's not blocking their ways, via adding a new explosion type, you can add this to the rails, as well as any enemy forces, so both have imunity. Like this, even if this enemy attacks trains or similar, the rails will be ok but since worms have acid and similar, no one can use rails against this mod's base since the worms will destroy it. Secondly, any allies won't get hurt. 3rd, walls to be very weak to this damage. Meaning this mod targeting any post is very very danageroud (aka forcing the ideea of activly avoid making them evolve)

3rd ideea that is using the previous 2. To ensure they can not be just ignored and are similar to vulcanu's demolisher, them to actually do have a migration setting. And that one is to occupy resource patches. And as you can guess, if we, the player build a base, the will cause this enemy to be very agressive and activly attack that base. And due to timmed migration, all attackes are done by units, who most likely need some time to arrive, so this creates a "delay", a "gap", where we can rebuild anything, improve them, send off trains (since they won't be destroyed if meets units). And of course, forces us to make major detors since, even if there is a resource patch, we might need to ignore it, and go further away, where we find the same resource, but this mod's bitters are not close, giving us the time to get ready before any new wave.

Warning, the reason why i wrote nr 3 is because the ideea is that pollution will NOT affect them. Why? For the same reason why pollution does not trigger demolisher. Aka it's to much. And then you need to reajust and then what is the point? well, there are the bosses so maybe that could be used? no clue as again, i just share random ideeas i had

.... you know what, let me add another one... but this one is for any of the enemy mods you created, the resource patches to essentially have boss versions guarding the area. And if one nest was destroyed, different nest will send 1 boss to try to reocupy it. Aka similar to TD

Anywyas, thank you for the awsome mods!

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